FlightGear high-level architecture support: Difference between revisions

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Basically, better HLA support will make it possible for FlightGear to be split into "components" (each running in a dedicated process or in separate thread within the main FlightGear process), making better use of multi-core architectures (SMP), while decouple the flight simulation from the "viewer" part (i.e. visualization), so that steady/reliable frame rates can be achieved (see [[FGViewer]]).
Basically, better HLA support will make it possible for FlightGear to be split into "components" (each running in a dedicated process or in separate thread within the main FlightGear process), making better use of multi-core architectures (SMP), while decouple the flight simulation from the "viewer" part (i.e. visualization), so that steady/reliable frame rates can be achieved (see [[FGViewer]]).
{{cquote|There's a larger issue here, that 'soon' (likely during the summer) I want to start restructuring the codebase into multiple processes, so we can support different rendering architectures (and use multiple CPUs) better. That's Mathias Fröhlich's HLA/RTI work, and indeed he has done the recent work on extending fgviewer to test changes to the current terrain system. <ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39693.html |title=Generating ground textures on the fly?|author=James Turner |date=Mon, 11 Mar 2013 15:24:07 -0700}}</ref>|James Turner}}
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